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 Post subject: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Thu Mar 06, 2003 11:44 pm 
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Location: atop the watch tower on Phobos Moon (North Carolina)
okay, the UT2003 Redeemer Arena mod I'm writing is now ready for an early alpha test.. email me if you want a copy..<br><br>thank you for your input; you can still make suggestions if you would like to see something changed that's not in the list below. it's a work in progress. of course, I would also like comments on the changes I made.. are the changes for the better or did I miss the mark?<br><br>what I've done so far:<br>1) improved the responsiveness of the guided redeemer (now 3x of original)<br>2) decreased the air speed of the guided redeemer (now 75% of original; air speed of primary fire was not reduced)<br>3) increased the firing rate of the primary fire redeemer (now 1.5x of original; firing rate of the guided redeemer was not modified)<br><br>to be done (from earlier thread):<br>1) take out the grand wazoo flash of the redeemer explosion<br>2) skinny up the redeemer by half<br><br>I've tested it on DM-TrainingDay, DM-TokaraForest, and a bit of DM-Serpentine. with the mods, I'm now able to make continuous loops around the Training Day map and fly through many of the loops along the walkways on Tokara Forest. circling around the room in Serpentine is also possible. although the air speed of the guided redeemer is reduced, it's still faster than a player running in a straight line. I could increase the primary firing rate even further, but I think it may get too spammy if I do that, and the new firing rate I think is close to the classic UT Redeemer's primary fire.<br><br>I'm still looking for a name for this mod.. any suggestions? I'm thinking about something with the word 'nuclear'.<br><br>- clemmentine<br> <p>____________________________________________________________<br>... To the depths of the ocean where all hopes sank, searching for you,<br>I was moving through the silence without motion, waiting for you,<br>In a room with a window in the corner I found truth.<br><br>"Shadowplay" by Joy Division</p><i></i>

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East or west, over earth or by ocean.
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This way could be my book of days.
-- from "Book of Days" by Enya


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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Fri Mar 07, 2003 6:49 am 
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How about "InCLEMmant Nuclear Winter"? It has nuclear in it, as well as a form of Clemmentine. <p></p><i></i>


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 Post subject: Dude! You Rock!
PostPosted: Fri Mar 07, 2003 7:31 am 
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That is totally cool what you have managed so far! I'd try it but I have my own problems right now. I think since the Boss is busy doing something else, SLAYED needs to step on up and take this and run run like hell with it. It's making my mouth water a little bit just thinking about it. Better hurry before I change my mind and crank up a UT2003 HOH again. Way to go Clem!<br><br>Hermskii <p></p><i></i>

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 Post subject: Re: Dude! You Rock!
PostPosted: Fri Mar 07, 2003 6:10 pm 
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Clem I emailed Schwantz and he would love to host the beta trials of your mod, as well as become the official host of "Nuclear InCLEMency"/"Nukular Redemption" -- etc!<br><br>Would you mind sending him a copy? Have him load it to his 50megs website so we can all test it for you!<br><br>Other ideas for names:<br><br>"NUKULAR DTRNCE"<br>"NUCLEAR CLEMAX" <p></p><i></i>

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 Post subject: Re: Dude! You Rock!
PostPosted: Fri Mar 07, 2003 9:05 pm 
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This sounds great. Oh! I have got to get a copy of 2003 soon!<br><br>Deadman <p></p><i></i>


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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Fri Mar 07, 2003 11:12 pm 
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<br>the early alpha version of the mod I'm working on is now out in the wild (I've emailed it to several of you earlier tonight, and Schwantz and Jargonaut may put it on their websites).<br><br>the zip file is currently called 'MagicRedeemer-Alpha01'. the name of the mod will change to one that we'll decide on later. the 'Alpha01' part is just to signify that this is the first alpha version that I had put out.<br><br>I forgot to include a README file with the zip, but it's easy to set it up. just unzip the files (there are 2 files in the zip) to your ut2003\system folder, start up the game, pick 'Magic Redeemer' under Mutators, and you're good to go.<br><br>please let me know if you run into problems or have suggestions. thank you all for the support and taking the time to test this out.<br><br>if you guys really want 'clem' to be in the name of the mod, how about this: nuCLEar M-something (I can't think of a good word that starts with 'M').<br><br>- clemmentine<br> <p>____________________________________________________________<br>... To the depths of the ocean where all hopes sank, searching for you,<br>I was moving through the silence without motion, waiting for you,<br>In a room with a window in the corner I found truth.<br><br>"Shadowplay" by Joy Division</p><i></i>

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One day, one night, one moment,
My dreams could be, tomorrow.
One step, one fall, one falter,
East or west, over earth or by ocean.
One way to be my journey,
This way could be my book of days.
-- from "Book of Days" by Enya


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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Sat Mar 08, 2003 1:36 am 
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Hey Clem!! this is definately a step in the Right direction!!<br>ok,I gave it a quick test and here's what I see so far:<br>1.) The main fire ( left) button A-ok for me; now you can get off a salvo of spreaders a lot easier than with stock redeemer .<br>2.) The Alt- fire mode: still might be travelling t fast,<br>it will work, but if slowed down a tad bit more,would be a little closer to UT1 redeemer fire. It's definately more controlable though, I did have to use some x-tra mouse smoothing to smooth up the flight a bit. <br>3.) The blast radius: This is gonna need to be trimmed way down ,as the blast size is too large and you can't get outa the way of the blast without taking yourself out unless on a larger map. For ex. I used Deck 16 to compare to as there is a Re- port of 16 thats the same size as the UT1 map, what I did was to gage the blast size , was to shoot accross the room while standing in beside some of the boxes on 1 side ,and shooting at the boxes on the other side one level up ,with UT1 redeemer you don't get any health damage at all and the radius is about the length of the three boxes that are put together one end of the deck; with new redeemer it's 2 or 3 times that or more! ,and you recieve health damage with each explosion!! So if that could be toned down to about the size of the initial blast ,like Herm suggested, that would probably be real close to the same blast Radius as far as I could tell, you'd need to see it all in slow - motion to really compare that in detail!!<br>Thanks again Clemm!! this is really gonna be AWESOME!!!<!--EZCODE EMOTICON START :rollin --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/roll.gif ALT=":rollin"><!--EZCODE EMOTICON END--> <!--EZCODE EMOTICON START :rollin --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/roll.gif ALT=":rollin"><!--EZCODE EMOTICON END--> <!--EZCODE EMOTICON START :rollin --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/roll.gif ALT=":rollin"><!--EZCODE EMOTICON END--> <br>Cya later,Tri <p></p><i></i>

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 Post subject: Helping Clem.
PostPosted: Sat Mar 08, 2003 11:20 am 
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If you would like to download Clem's redeemer mod, click <a href="http://web.surry.net/~jbubbaw/magicredeemer.zip" target="_new">HERE</a> <p>The Jargonaut<br></p><i>Edited by: <A HREF=http://pub44.ezboard.com/bschwantzsredeemerarenaserver.showUserPublicProfile?gid=jargonaut@schwantzsredeemerarenaserver>Jargonaut</A> at: 3/8/03 1:27:49 pm<br></i>


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 Post subject: Re: Helping Clem.
PostPosted: Sat Mar 08, 2003 3:20 pm 
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<br>Thanks Jarg! Can't wait to try it. Hopefully the boss will get up SRA2003 this weekend and we can give it a go!<br><br>Let's rock!<br>M <p></p><i></i>

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 Post subject: WOW
PostPosted: Sat Mar 08, 2003 3:27 pm 
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What a first effort there, Clem !! <!--EZCODE EMOTICON START :D --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/happy.gif ALT=":D"><!--EZCODE EMOTICON END--> <br><br>Damn good start.<!--EZCODE EMOTICON START :smokin --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/smokin.gif ALT=":smokin"><!--EZCODE EMOTICON END--> <br><br><br>If you could get rid of the little pause before the explosion I think I could get use to its blast radius.<br><br>The stearing has a digital style feel(all or nothing in between) as opposed to the analog movement of UTclassic.<br><br>You can't move your character while guiding the Deemer.<br><br><br>Name ideas:<br><br>"Splitting Atoms"<br><br>"Dr. Clem's Radiation Therapy"<br><br>"Hot Vapor Luv"<br><br>"Clem Nukem 2K3"<br><br>"Loopty Poopty Pallace"<br><br>"Clementinian Death Clouds"<br><br>Once again, VERY COOL, Clem.<br><br>|).|.<!--EZCODE EMOTICON START :hat --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/pimp.gif ALT=":hat"><!--EZCODE EMOTICON END--> <br><br> <p></p><i></i>


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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Sun Mar 09, 2003 11:59 pm 
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thanks for the comments and feedback.<br><br>yes, I know that the guided redeemer may still be a little fast, but I also need to make sure its air speed is kept faster than a normal player running along the same path. otherwise you can outrun a guided missile and that would be no fun. since UT2003 is a different game from classic UT, it is not the primary goal of this mod to make the guided redeemer to be the same as in the old game. I'll experiment a bit more and see if I should slow it down some more. what do you all think? now that the alpha 1 version is out, do you think the guided deemer is still too fast or good enough? or maybe you think it's now too slow? <!--EZCODE EMOTICON START :lol --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/laugh.gif ALT=":lol"><!--EZCODE EMOTICON END--> <br><br>mouse smoothing? can you explain that a bit more, Trigon?<br><br>blast radius. I have not changed anything in this area. do you all think the blast radius is too large? keep in mind that UT2003 is a different game, and to keep the game balanced, it may not be wise to change something to match the old game. I'll play with this a bit and see what I can do..<br><br>Hermskii and Mahatma, when you guys said you don't want the grand wazoo flash of the redeemer explosion, did you guys mean just the explosion's visual effects or does that include the damage radius?<br><br>note to self: look into 'little pause before explosion'<br><br>digital style? what do you mean, Death Inc?<br><br>can't move while guiding. this may be something that we'll have to get used to in the new game. I'll look into this when we get other more pressing needs addressed.<br><br>thanks everyone for testing this out. my plan is to have another version out in a week or so.<br><br>- clemmentine<br> <p>____________________________________________________________<br>... To the depths of the ocean where all hopes sank, searching for you,<br>I was moving through the silence without motion, waiting for you,<br>In a room with a window in the corner I found truth.<br><br>"Shadowplay" by Joy Division</p><i></i>

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One day, one night, one moment,
My dreams could be, tomorrow.
One step, one fall, one falter,
East or west, over earth or by ocean.
One way to be my journey,
This way could be my book of days.
-- from "Book of Days" by Enya


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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Mon Mar 10, 2003 12:27 am 
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I kinda like the way the redeemers guide in the beta. The only thing that I worry about is going into a map with a bunch of spreaders. With all of the Grand Wazoo flashes (I suppose that this is now the name of this effect) going off at one time, the FPS will slow down a lot. During testing, I decided to put 10 bots in the fray. I noticed a big performance hit when there were a bunch of Wazoos going off. Will it be possible to tone down the Grand Wazoo? <p>The Jargonaut<br></p><i></i>


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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Mon Mar 10, 2003 9:25 am 
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<br>Hey Clem<br><br>I agree that this is a different game and that we shouldn't tailor the missile all the way down to regular UT. So maybe take each tweak one step at a time.<br><br>My worry about the grandwazoo flash a second after the explosion was purely about video card performance, which Jarg confirms. However, this is something distinctive about the new redeemer, so I don't know.<br><br>The thing that bugged me most about the new version of guiding was the reduced visibility -- the "look through the dark tunnel" effect. But this may be a good deterrent to guiding and encourage spreading ... <!--EZCODE EMOTICON START :lol --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/laugh.gif ALT=":lol"><!--EZCODE EMOTICON END--> <br><br>M<br><br> <p></p><i></i>

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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Wed Mar 12, 2003 11:50 am 
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<br>Hi Clem,<br><br>I just played on SRA -- it's pretty damn cool, Great job!!!<br><br>I had 2 thoughts:<br><br>1. When guiding the missile, the explosion requires this 2- second dizzying whirl before returning the view back to your player. Is this something that can be turned off?<br><br>2. I believe that UT2K3 has spawn protection turned on. Is there a way to disable this server-side?<br><br>Mahatma <p></p><i></i>

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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Wed Mar 12, 2003 5:43 pm 
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i've turned off the spawn protection. I didn't know the 2 second delay was on.<br><br> <p></p><i></i>


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